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  1. #71
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'm back this time to put Sage on the chopping block in the rework grinder with Yet Another Sage Rework™.

    The idea for this rework was to put more emphasis on Sage as a DPS-Healer, with Kardia having more interactions within the kit and by having more Damage-to-Heal spells. This should (hopefully) complement the idea of a much more involved DPS kit capable of healing even during burst phases.

    Addersting has been overhauled into a 0-100 gauge and Addersgall is removed. Addersting will have many of the healing spells you primarily want to use with Pneuma and the new Psuekis providing the bulk of the healing. Diagnosis and Prognosis are still here and still proc Toxikon, which is now a 20s oGCD. All damage under Addersting should be the same regardless of spell and (hopefully) the burst mechanic will be enough to prevent Addersting being saved primarily for raidbuffs.

    Also no DoT this time, Eukrasion Dosis has been changed to a defence debuff on mobs similar to RPR Death's Design. I am open to suggestions on a better debuff for this as I feel there may be too much similarity to Reaper in the kit.

    Anyway, here's the moveset.

    Damage Spells:
    Dosis III
    Spell - 1.5s Cast Time - 300 MP

    Deals unaspected damage with a potency of 300
    Increases Addersting Gauge by 5
    30% chance the next Dosis IV cast will cost no MP and have no cast time
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Becomes Eukrasian Dosis III under the effect of Eukrasia*

    Eukrasian Dosis III
    Spell - 1.5s Recast Time - 0s Cast Time - 300 MP

    Deals unaspected damage with a potency of 110, potency increases to 150 under Higher Dosage III
    Increases damage you deal to target by 10%, 30s, up to a maximum of 60s
    Grants Higher Dosage IV, increasing the potency of the next Eukrasian Dosis IV to 150, 60s
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Cannot be placed on the hotbar*

    Dosis IV
    Spell - 3.5s Cast Time - 1000 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 400 for the first enemy and 50% less for all remaining enemies
    Increases Addersting Gauge by 5
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Becomes Eukrasian Dosis IV under the effect of Eukrasia*

    Eukrasian Dosis IV
    Spell - 1.5s Recast Time - 0s Cast Time - 300 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 80, potency increases to 150 under Higher Dosage IV
    Increases damage you deal to target by 10%, 30s, up to a maximum of 60s
    Grants Higher Dosage III, increasing the potency of the next Eukrasian Dosis III to 150, 60s
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Cannot be placed on the hotbar*

    Eukrasia
    Spell - 1s Recast - 0s Cast Time

    Augments and alters the effects of many offensive and healing spells
    Dosis III becomes Eukrasian Dosis III
    Dosis IV becomes Eukrasian Dosis IV
    Diagnosis becomes Eukrasian Diagnosis
    Prognosis becomes Eukrasian Prognosis

    Phlegma
    Spell - 0s Cast Time - 40s Recast - 2 Charges - 300 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 500 for the first enemy and 50% less for all remaining enemies
    Increases Addersting Gauge by 30
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150

    Pyrokon
    Spell - 2s Cast Time - 60s Recast

    Deals fire aspected damage to target and all enemies nearby it with a potency of 350 for the first enemy and 35% less for all remaining enemies
    Grants 5 stacks of Pyre, each stack allowing the execution of Kaiosis, 15s
    Grants Thermosia Ready, 30s
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Changes to Kaiosis while under the effect of Pyre*

    Burst mechanic, think MCH Overheat

    Kaiosis
    Spell - 1.5s Recast - 0s Cast Time - 200 MP

    Deals fire aspected damage to target and all enemies nearby it with a potency of 240 for the first enemy and 35% less for all remaining enemies
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150
    *Can only be used under the effect of Pyre*
    *Cannot be placed on the hotbar*

    Heat Blast styled attack without oGCD proc to go with it. Open to suggestions on changes.

    Thermosia
    Spell - 2s Cast - Thermosia Ready - 400 MP

    Deals fire aspected damage to target and all enemies nearby it with a potency of 500 for the first enemy and 35% less for all remaining enemies
    Restores own HP and the HP of all party members around the target with a potency of 400
    Increases Addersting Gauge by 30
    *Can only be used under the effect of Thermosia Ready*

    Doesn't have to be casted immediately upon finishing Kaiosis spam, it can be held for a few GCDs within a burst to take advantage of the healing. The opposite is also true and you can use this before Kaiosis spam if the heal is needed during burst.

    Kakosis
    Spell - 0s Cast Time - 30 Addersting

    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 50% less for all remaining enemies
    Restores 500 MP

    At worst this should only need to be used once, maybe twice, under raid buffs if no more healing is needed. The amount of Addersting generated during that period should hopefully offset that and the MP regen here will likely be the primary way to restore the lost Addersgall MP.

    Dyskrasia
    Spell - 0s Cast Time - 300 MP

    Deals unaspected damage with a potency of 170 to all nearby enemies
    Increases Addersting Gauge by 5
    Restores HP to targets under the effect of Kardion or Pankardion granted by you with a potency of 150


    Healing Spells:
    Pseukis
    Spell - 1.5s Cast Time - 30 Addersting - 1000 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 50% less for all remaining enemies
    Restores HP to targets under the effect of Kardion and Pankardion granted by you with a potency of 600

    Pneuma
    Spell - 1.5s Cast Time - 30 Addersting - 1300 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 50% less for all remaining enemies
    Restores own HP and the HP of all nearby party members with a potency of 500

    Apalgeo
    Spell - 0s Cast Time - 30 Addersting - 30s Recast Time

    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 50% less for all remaining enemies
    Grants 10% damage mitigation to anyone under the effect of Kardion or Pankardion granted by you, 15s

    I am very much open to changes on this, as well as other possible additions to Kardia buffs. Likely to be a barrier instead.

    Panacea
    Spell - 1.5s Cast Time - 30 Addersting - 700 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 450 for the first enemy and 50% less for all remaining enemies
    Removes a single detrimental effect from anyone under the effect of Kardion or Pankardion granted by you

    Also likely to move this to a non-Addersting heal that grants Toxikon instead, with a Eukrasian variant doing AoE.

    Diagnosis
    Spell - 1.5s Cast Time - 700 MP

    Restores target's HP with a potency of 450
    Grants Toxikon Ready
    *Becomes Eukrasian Diagnosis under the effect of Eukrasia*

    Eukrasian Diagnosis
    Spell - 1.5s Recast - 1000 MP

    Restores target's HP with a potency of 300
    Grants a barrier which nullifies damage equaling 180% of HP restored
    Grants Toxikon Ready when the barrier is completely absorbed
    *Cannot be placed on the hotbar*

    Prognosis
    Spell - 1.5s Cast Time - 1000 MP

    Restores own HP and the HP of all nearby party members with a potency of 300
    Grants Toxikon Ready
    *Becomes Eukrasian Prognosis under the effect of Eukrasia*

    Eukrasian Prognosis
    Spell - 1.5s Recast - 1300 MP

    Restores own HP and the HP of all nearby party members by 100
    Grants a barrier to self and all nearby allies which nullifies damage equaling 320% of HP restored
    Grants Toxikon Ready when the barrier granted to self is completely absorbed
    *Cannot be placed on the hotbar*

    Egeiro
    Spell - 8s Cast Time - 2400 MP

    Resurrects target to a weakened state
    Grants Toxikon Ready


    Abilities:
    Toxikon
    Ability - 20s Recast

    Deals unaspected damage to target and all enemies nearby it with a potency of 315
    Increases Addersting Gauge by 5
    *Can only be used under the effect of Toxikon Ready*

    Likely to receive a second stack with a 30s Recast instead, Sage has two refund mechanics with this here. 315 potency is to account for the average potency on Dosis III proc. There may be some situations where this is a minor damage gain, but it should be small enough to not care about.

    Kardia
    Ability - 1s Recast

    Grants Kardion to target party member

    1s cooldown means it's possible to very quickly swap between party members in need of healing, especially as Kardia would be the primary way to receive single target heals on Sage.

    Pankardia
    Ability - 60s Recast - 2 Charges

    Grants Pankardia to self and nearby allies, extending Kardion effects to anyone with Pankardia, 15s

    Physis replacement, as well as a potentially better way to incorporate a Deployment-like effect for Sage.

    Pepsis
    Ability - 60s Recast

    Restores own HP and the HP of nearby party members by removing Eukrasian Diagnosis and Eukrasian Prognosis barriers granted by you with a potency of 600 and 450 respectively
    Grants Toxikon Ready upon barrier removal

    Pepsis currently feels very underwhelming outside heal-to-full mechanics. This should give that little bit of extra burst healing in dire situations. I am however open to removing it since the Addersting heals provide plenty of burst healing. Now provides Toxikon.

    Zoe
    Ability - 90s Recast

    Increases healing magic potency of your next healing spell by 50%

    This likely won't affect Kardia spells, so Pseukis won't be affected, but Pneuma will, probably gonna feel clunky.

    Kerachole
    Ability - 60s Recast

    Reduces damage taken by self and nearby party members by 10%, 15s
    Increases HP recovered by healing actions by 10%, 10s

    Since there's no Addersgall to regulate this, It now has a 60s cooldown without any other cost. Regen effect is changed to healing boost to help out with shields.

    Panhaima
    Ability - 180s Recast

    5 x 250 potency shields, 20s
    10% mitigation, 20s
    150 potency heal per stack on expiration or upon executing the action a second time

    Increased potency and cooldown, all part of my evil scheme to reduce oGCD healing. This is the equivalent of my Scholars Seraph, big cooldown good for those heal checks, Seraph probably does need a nerf.

    Holos
    Ability - 60s Recast - 2 Charges

    Grants a barrier to self and all nearby party members which nullifies damage equivalent to a 300 potency heal

    Despite my evil desire to reduce oGCDs, I'm making this one more frequent, but without the mitigation, that was moved to Panhaima.

    Icarus
    Ability - 45s Recast - 2 Charges

    Rush to target

    Extra charge because it's fun zooming around the battlefield.


    Removed Actions:
    Druochole - All part of my diabolical plan to cut oGCDs
    Taurochole - Apalgeo now does this job
    Ixochole - Another oGCD to cut
    Rhizomata - No Addersgall means this is unnecessary. Addersting generation also wouldn't be necessary with Phlegma and Thermosia.
    Haima - No replacement, just culling
    Krasis - I might bring this back as a potential Addersting spell
    Soteria - Kaiosis spam rapid firing Kardia kinda-sorta helps out with extra healing, also would make Pseukis stupid OP.
    Physis - Pankardia now provides the AoE regen-like effect


    I'm not as happy with this compared to my Scholar, but I feel like this is something people would enjoy. One thing I'd probably add is Kardia procs to Diagnosis and Prognosis, along with their Eukrasian variants, possibly an Umbral Soul-like button for downtime that also procs Kardia and generates Addersting.

    One problem I do have is there's more 'incidental' healing. The burst mechanic is on a fixed 60s timer and the associated finisher ideally is going to be used under raidbuffs, so there's a lot of lost Kardia procs and the big heal may go to waste.

    Edit: Here's the obligatory flowchart for simple play. Again doesn't go over every interaction, but should still suffice for the basics of how it plays.
    (0)
    Last edited by TheDustyOne; 06-12-2023 at 06:53 PM.

  2. #72
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Here is a slightly delirious bordering fever dream scholar rework:



    Faeries have hp again
    Faeries are able to generate enmity
    Innate pet resilience is back too
    6.1 aggro changes are undone; faerie actions generate enmity fully
    Quickened aether flow is back
    Catalyse and galvanise are rolled together
    Dots keep ticking when the boss leaves for a smoke or whatever

    Scholar doesn’t have any increased defence traits, however spells can also scale from strength and can equip fending gear.

    Damage gameplay revolves around upkeep of 4 dots (miasma I, II, bio I, II) which essentially offers enough damage through being active to be competitive with the tanks. Burst involves fester (scaling up to 4 dots), a shb ruin iv alike where use of pet actions give a better ruin 2 for burst weaving or movement outside if necessary, I think bane having some single target use would work well - maybe some 40-60% chance to reset dots upon use for snapshotting buffs? And of course energy drain as something to proc quickened aetherflow while you’re busy.

    Eye for an eye is the short cooldown and spreadable by deployment tactics along with adlo, protraction and maybe a tick of soil.
    Bane works on the 4 dots and chain if it stays around.

    Broil as filler is ok I guess, but with the variable dot timers shouldn’t be spammed nearly as much as currently. The dot timers should inversely relate to the potency. Secondary effects on some dots (slow, heavy, maybe an underwhelming paralysis). Fester should have a faerie gauge cost of around 40-50 so that using aetherflow can allow another use under ruin iv.


    Whispering dawn is a combined aggro gen/sustain
    Fey covenant now is a pretty chunky mitigation
    Fey illumination is a combined aggro dump from faerie to scholar and healing up buff

    Silent dusk is back as a second interrupt
    Fey caress is back as an aoe esuna because it’s going to upset the other tanks that can’t
    Fey wind is going to be expedient

    Resummoning the faerie might need a little bit of a cooldown or increased cost for balance reasons. Or they could be ignored and let the faerie die to bleeding tankbusters and immediately bring it back none the worse for wear. Faerie actions 1-3 are going to share buttons with eos being intended as a way to generate lots of aggro quickly and selene more used when the fight’s stabler. Initially swapping would have a 5-10s lockout with the level 80 trait dropping it to an ogcd delay. However hp would be shared between both faeries and it would not spawn in topped up after death.

    Ideally fey illumination would be used on regular tank swaps and not instantly kill the caster, but in 4 player dungeons it could be used to eat a hit or two while topping the faerie back up. It’s not like they really hurt that much. I’m envisioning this as a bit squishier than the established rolemates, but with part of the gameplay revolving around healing the faerie. Being able to shunt hp into it from the scholar directly could also make a return.

    Limit break is just 99999999 eHP on everyone. Animation can change to the faerie showing up and flexing if the current one wouldn’t fit.

    E: also a gauge that shows something useful such as the dots active on target mob + duration remaining

    E2 when I'm not sleep deprived: not mentioned was imagining selene's embrace as applying as eHP whereas eos's would be a flat heal. I think dissipation would have to go, and eos/selene share an aggro table that resets if either is killed. I also think indom/fey blessing would need rolled together, as well as physick upgrading directly into adlo, seraph would be gone too, and aetherpact may need adjusting to facilitate things. This should free up enough spaces for the necessary new buttons - maybe energy drain and aetherflow could share a button if needed too, although I don't know that I like that. Naturally ruins 2 and 4 would share a button, so 3 for the dots, 1 for bane, 1 for fester, 1 for faerie action 3 would retain parity roughly. This doesn't include any necessary role action changes, as repose is not often seen on hotbars and the loss of surecast could cause problems should the faerie be dead as I don't think arm's length carries the uninterruptable component? I would rather deployment tactics and bane were separate buttons, if only because aetherflow for spread shields seems rather strong and 90s seems quite long for something as fundamental as dot spreading. Recitation may also need looked at as I'm imagining adlo substituting the sentinel/vengeance slot, although this also raises the question of if it should become an oGCD; Blue mage manages without, so I'd like to at least trial it as a cast. Other questions that I don't have answers for are whether ruin4/fester should cleave, whether it should be good bane or wimpy bane and whether or not this was a train of thought that should have been held in the station.
    (2)
    Last edited by fulminating; 06-12-2023 at 10:07 PM. Reason: I wasn't sure if I imagined writing this and thought I should check.

  3. #73
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by fulminating View Post
    Here is a slightly delirious bordering fever dream scholar rework:
    I propose we rename Scholar to Swolar.
    (3)

  4. #74
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    So I'm doing some theorycrafting on AST now, I quite like the idea of it being a 'delay' healer with a focus on time manipulation. Like being able to cast a regen and 'accelerating time' (dispelling it) to instantly get the full heal, or have delayed healing spells similar to Exaltation, we'll call it Exalted Benefic, that can also be 'accelerated' with a cooldown. I feel like you could make an entirely unique moveset around the idea, like being able to accelerate Combust into a big burst, resetting cooldowns, double-casting a previous action, etc.

    It would do a lot to differentiate the healing side from WHM, but with the disadvantage of having a higher skill floor, so I'm not sure how well that would go over. I've got a quick mock-up of a basic kit to get the idea across

    Malefic IV
    Spell -- 1.5s Cast Time -- 300 MP

    Deals unaspected damage with a potency of 250

    Combust
    Spell -- 0s Cast Time -- 400 MP

    Deals unaspected damage over time with a potency of 75, 15s

    Benefic
    Spell -- 1.5s Cast Time -- 900 MP

    Restores target's HP with a potency of 600
    Grants Double Cast Ready, 15s

    Exalted Benefic
    Spell -- 0s Cast Time -- 900 MP

    Restores target's HP with a potency of 800 after effect expiration, 8s
    Grants Double Cast Ready upon expiration, 15s

    Diurnal Benefic
    Spell -- 0s Cast Time -- 700 MP

    Restores target's HP with a potency of 250
    Restores target's HP over time with a potency of 250
    Grants Double Cast Ready, 15s

    Temporal Fortuna
    Ability -- 60s Recast

    Dispels Diurnal effects casted by you, restoring HP equal to the amount of healing over time left
    Dispels Exalted effects casted by you, triggering their healing effects immediately

    Temporal Tragedia
    Ability -- 60s Recast

    Dispels Combust effects casted by you, dealing damage equal to the amount of damage over time left

    Snapshot Name not final
    Ability -- 90s Recast

    Remembers the current Exalted and Diurnal effects on everyone in range. Executing the action a second time reapplies the effects at the remembered durations.

    Double Cast
    Ability -- 15s Recast -- 2 Charges -- Double Cast Ready

    Instantly repeat the previously casted spell if you meet the cast requirements

    Yes this could be used to increase healing in a pinch with Benefic and Helios, and would even re-enable Double Cast Ready as that is their secondary effect. Otherwise this is intended to be my version of ASTs refund mechanic.


    This is just the bare bones of the kit, with a few new cooldowns to show potential interactions, and Double Cast stolen from PvP as a possible 'refund' mechanic. Thoughts?
    (3)

  5. #75
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by TheDustyOne View Post
    This is just the bare bones of the kit, with a few new cooldowns to show potential interactions, and Double Cast stolen from PvP as a possible 'refund' mechanic. Thoughts?
    I had an idea a while back for some new GCDs for the class that are basically 'marks enemy with a debuff, when that debuff expires, a bad fortune comes to pass for them and they take damage'. IE making a prediction of 'in 15 seconds the enemy will be struck by a comet'. With a 'collapse time and instantly resolve all delayed effects' CD like the ones you have here, that sort of move would likely function a lot better than I pictured it.

    Being able to keep re-casting spells as long as you have Doublecast charges sounds hilarious though. Like, let me just Lightspeed, then Helios, then doubleweave DC-Helios into another DC-Helios for 3 Helios worth of healing in just under 3 seconds
    (2)

  6. #76
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Funnily enough, I have Comet as a spell in my notes so far, but it's as a generic GCD with a 30s cooldown. Initially I was thinking of having that cooldown be reset with Temporal Tragedia, but I like your idea of marking a target for the comet to come like 20s later to be more interesting.

    Another thing about Doublecast I didn't quite explain is that it would still have the costs associated with the original spell, so while you could do those back to back Helios, it would probably eat like 3000 MP. It is hilarious though, and I liked that it was a potential option.
    (1)
    Last edited by TheDustyOne; 06-14-2023 at 06:40 PM.

  7. #77
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    One AST idea I want to flesh out is removing Draw as an action. Instead of drawing each card individually, your gauge displays which card effect you’ll have when using the play action, and will also display the next two card effects that you’ll get after. The gauge continues to update every time you play a card, so while which card you get is random, you’ll have the foresight to plan ahead, and it also takes a chunk out of the weaving process needed for cards.

    The normal cards would stay OGCD in that case, but I also want to turn the minor arcana into GCDs you use often somehow, replacing a lot of your Malefic spam, but it’s an early stage idea.
    (0)

  8. #78
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Hey Dusty, can I tempt you into trying to make a talent tree for Healers as they are now? Not an elaborate tree but rather a simple one, like what Blizzard had for the last few expansions: 6 Rows, 3 Choices for each row, between passive effects and active abilities.
    (0)

  9. #79
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by GrimGale View Post
    Hey Dusty, can I tempt you into trying to make a talent tree for Healers as they are now? Not an elaborate tree but rather a simple one, like what Blizzard had for the last few expansions: 6 Rows, 3 Choices for each row, between passive effects and active abilities.
    Could you share a screenshot of what skill tree you're referring to? I'm not really familiar with Blizzard stuff.
    (0)

  10. #80
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ty_taurus View Post
    Could you share a screenshot of what skill tree you're referring to? I'm not really familiar with Blizzard stuff.
    This was the format of the talent tree. Each Row had 3 possible choices, including active abilities and passive effects.

    In this case there are seven rows, from level 15 to level 50.

    Ignore the lateral window, those are specific PVP talents that are only active if the Warmode is enabled.



    In the latest expansion, the trees have gone back to a previous format, where there are many branching paths and nodes that require minute allocation of points- Much similar to how the talent trees were back at the start of the WoW Vanilla.

    I opted to suggest the "simpler" version of the tree from later expansions because I believe it would fit better with the spirit of FFXIV's game design.
    (0)
    Last edited by GrimGale; 06-15-2023 at 03:57 AM.

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